<!DOCTYPE html>
<html>

<head includeDefault="true">
  <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  <title>位置移动</title>
  <style>
    body {
      margin: 0;
      overflow: hidden;
    }

    #label {
      position: absolute;
      padding: 10px;
      background: rgba(255, 255, 255, 0.6);
      line-height: 1;
      border-radius: 5px;
    }
  </style>
  <script src="./ThreeJs/js/three.js"></script>
  <script src="./ThreeJs/js/stats.min.js"></script>
  <script src="./ThreeJs/js/DragControls.js"></script>
  <script src="./ThreeJs/js/OrbitControls.js"></script>
  <script src="./ThreeJs/js/dat.gui.min.js"></script>
  <script src="./ThreeJs/js/EffectComposer.js"></script>
  <script src="./ThreeJs/js/RenderPass.js"></script>
  <script src="./ThreeJs/js/OutlinePass.js"></script>
  <script src="./ThreeJs/js/FXAAShader.js"></script>
  <script src="./ThreeJs/js/CopyShader.js"></script>
  <script src="./ThreeJs/js/ShaderPass.js"></script>
  <script src="./ThreeJs/js/ThreeBSP.js"></script>
  <script src="./ThreeJs/ThreeJs_Drag.js"></script>
  <script src="./ThreeJs/ThreeJs_Composer.js"></script>
  <script src="./ThreeJs/Modules.js"></script>
  <script src="./ThreeJs/js/jquery-1.11.0.min.js"></script>
</head>

<body>
  <div id="label"></div>
  <div id="container"></div>
  <script>
      var stats = initStats();
      var camera, scene, renderer, controls, composer, transformControls, options;
			var mouse, raycaster;
			var rollOverMesh, rollOverMaterial;
			var cubeGeo, cubeMaterial;
			var objects = [];
      var floor, gridHelper;
      var selectobject = [];
			init();
			animate();

      // 初始化场景
      function initScene() {
        scene = new THREE.Scene();
        scene.background = new THREE.Color( 0xf0f0f0 );
        scene.fog = new THREE.Fog(scene.background, 3000, 5000);
      }

      // 初始化相机
      function initCamera() {
        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);
        camera.position.set(0, 800, 1500);
        camera.lookAt(new THREE.Vector3(0, 0, 0));
      }

      // 初始化灯光
      function initLight() {
        var directionalLight = new THREE.DirectionalLight(0xffffff, 0.3); //模拟远处类似太阳的光源
        directionalLight.color.setHSL(0.1, 1, 0.95);
        directionalLight.position.set(0, 200, 0).normalize();
        scene.add(directionalLight);

        var ambient = new THREE.AmbientLight(0xffffff, 1); //AmbientLight,影响整个场景的光源
        ambient.position.set(0, 0, 0);
        scene.add(ambient);
      }

      // 初始化性能插件
      function initStats() {
        var stats = new Stats();

        stats.domElement.style.position = 'absolute';
        stats.domElement.style.left = '0px';
        stats.domElement.style.top = '0px';

        document.body.appendChild(stats.domElement);
        return stats;
      }

      // 初始化渲染器
      function initRenderer() {
        renderer = new THREE.WebGLRenderer({
          antialias: true
        });
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.setClearColor(0x4682B4, 1.0);
        document.body.appendChild(renderer.domElement);
      }

      // 初始化轨迹球控件
      function initControls() {
        controls = new THREE.OrbitControls(camera, renderer.domElement);
        controls.enableDamping = true;
        controls.dampingFactor = 0.5;
        // 视角最小距离
        controls.minDistance = 100;
        // 视角最远距离
        controls.maxDistance = 5000;
        // 最大角度
        controls.maxPolarAngle = Math.PI / 2.2;
      }

      //创建地板
      function createFloor() {
        var loader = new THREE.TextureLoader();
        loader.load("./ThreeJs/images/floor.jpg", function(texture) {
          texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
          texture.repeat.set(10, 10);
          var floorGeometry = new THREE.BoxGeometry(2000, 2000, 1);
          var floorMaterial = new THREE.MeshBasicMaterial({
            map: texture
          });
          floor = new THREE.Mesh(floorGeometry, floorMaterial);
          floor.rotation.x = -Math.PI / 2;
          scene.add(floor);
          objects.push( floor );
        });
      }

      // 初始化GUI
      function initGui() {
          options = new function () {
              this.selectObj ='';
              this.startMove = function() {
                  scene.remove(floor);
                  scene.add( gridHelper );
                  scene.add( rollOverMesh );
                  document.addEventListener( 'mousemove', onDocumentMouseMove, false );
                  document.addEventListener( 'mousedown', onDocumentMouseDown, false );
              };
              this.endMove = function() {
                  scene.remove(gridHelper);
                  scene.remove(rollOverMesh);
                  scene.add( floor );
                  document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
                  document.removeEventListener( 'mousedown', onDocumentMouseDown, false );
              };
          };
          var gui = new dat.GUI();
          gui.domElement.style = 'position:absolute;top:50px;left:0px;height:600px';
          gui.add(options, 'selectObj').name("选中的物体:").listen();
          gui.add(options, 'startMove').name("进入编辑模式").listen();
          gui.add(options, 'endMove').name("退出编辑模式:").listen();
      }

			function init() {
        initScene();
				initCamera();
        initLight();
        initStats();
        initRenderer();
        initControls();
        createFloor();
        initGui();

				// roll-over helpers
				var rollOverGeo = new THREE.BoxBufferGeometry( 50, 50, 50 );
				rollOverMaterial = new THREE.MeshBasicMaterial( { color: 0x00BFFF, opacity: 0.5, transparent: true } );
				rollOverMesh = new THREE.Mesh( rollOverGeo, rollOverMaterial );

        gridHelper = new THREE.GridHelper(2000,40);

				// cubes
				cubeGeo = new THREE.BoxBufferGeometry( 50, 50, 50 );
				cubeMaterial = new THREE.MeshLambertMaterial( { color: 0xfeb74c, map: new THREE.TextureLoader().load( './ThreeJs/images/box.png' ) } );
        var voxel = new THREE.Mesh( cubeGeo, cubeMaterial );
        voxel.position.set(25,25,25);
        voxel.name = "货物$1";
        scene.add( voxel );
        objects.push( voxel );
        var voxel2 = voxel.clone();
        voxel2.position.set(225,25,25);
        voxel2.name = "货物$2";
        scene.add( voxel2 );
        objects.push( voxel2 );
        var voxel3 = voxel.clone();
        voxel3.position.set(-225,25,25);
        voxel3.name = "货物$3";
        scene.add( voxel3 );
        objects.push( voxel3 );

				raycaster = new THREE.Raycaster();
				mouse = new THREE.Vector2();

				window.addEventListener( 'resize', onWindowResize, false );

        //添加选中时的蒙版
        composer = new THREE.ThreeJs_Composer(renderer, scene, camera, options, selectobject);

        //添加拖动效果
        // transformControls = new THREE.ThreeJs_Drag(camera, renderer.domElement, scene, controls);
			}

			function onWindowResize() {
				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();
				renderer.setSize( window.innerWidth, window.innerHeight );
			}

			function onDocumentMouseMove( event ) {
				event.preventDefault();
				mouse.set( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1 );
				raycaster.setFromCamera( mouse, camera );
				var intersects = raycaster.intersectObjects( objects );
				if ( intersects.length > 0 ) {
					var intersect = intersects[ 0 ];
					rollOverMesh.position.copy( intersect.point ).add( intersect.face.normal );
					rollOverMesh.position.divideScalar( 50 ).floor().multiplyScalar( 50 ).addScalar( 25 );
				}
				renderer.render(scene, camera);
			}

			function onDocumentMouseDown( event ) {
				event.preventDefault();
				mouse.set( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1 );
				raycaster.setFromCamera( mouse, camera );
				var intersects = raycaster.intersectObjects( objects );
				if ( intersects.length > 0 ) {
					var intersect = intersects[ 0 ];
					selectobject[0].position.copy( intersect.point ).add( intersect.face.normal );
					selectobject[0].position.divideScalar( 50 ).floor().multiplyScalar( 50 ).addScalar( 25 );
					renderer.render(scene, camera);
				}
			}

      function animate() {
        requestAnimationFrame(animate);
        renderer.render(scene, camera);
        composer.render();
        update();
      }

      // 更新控件
      function update() {
        stats.update();
        controls.update();
      }
  </script>
</body>

</html>
